begin RoHT_Canctunian_Script; this script checks, whether Canctunian is killed by the furtive poison or other means.; It is started by RoHT_advisor in the dialogue topic "imprudent activity"; global RoHT_EEC_status; This variable is set by RoHT_advisor in the dialogue "Greeting 1" and in this script; 0 = Canctunian Ponius lives and is in charge of the East Empire Company; 1 = Canctunian Ponius is dead and Mehitabel Llaras has taken office; 2 = Canctunian Ponius is dead and Mehitabel Llaras had to fleeif ( MenuMode == 1 ) returnendifif ( GetJournalIndex "RoHT_EastEmpireCompany" < 100 ); Canctunian should be alive if ( GetDeadCount, "Canctunian Ponius" > 0 ); but if he isn't, you have probably killed him before and this quest can't be solved as intended Journal, "RoHT_EastEmpireCompany", 110; stop this script, it has served its purpose; RoHT_EEC_status will be set to 2 by RoHT_advisor in the dialogue "Greeting 1", so that Mehitabel won't vanish before your eyes StopScript, "RoHT_Canctunian_Script" endif else return endifelseif ( GetJournalIndex "RoHT_EastEmpireCompany" == 100 ); this Journal entry is set by your advisor in the dialogue "Greeting 1" set RoHT_EEC_status to 1 "Canctunian Ponius"->SetHealth, 0 "Canctunian Ponius"->disable; quest solved, stop the script StopScript, "RoHT_Canctunian_Script"endifEnd
; global RoHT_TelAzura_status; This variable is set to 1 by RoHT_advisor in the dialogue topic "master alchemist"; 0 = Tel Azura isn't built yet, Ammardunibi Camp is active; 1 = Tel Azura is completely built; Ranos and Bodrusa have moved there
Begin Illy's scriptshort doOnceif ( OnActivate == 1 ) if ( doOnce == 0 ) Journal, MY_Journalupdate, 10 set doOnce to 1 Activate else Activate endifendifEnd
Begin Illy's scriptshort doOnceif ( OnActivate == 1 ) if ( doOnce == 0 ) if ( GetItemCount "Illy'sItemID" > 0 ) Journal, MY_Journalupdate, 10 set doOnce to 1 Activate else Activate; needed while doOnce is still 0, but the item hasn't been placed in the container yet endif else Activate; needed if DoOnce is 1 endifendifEnd
Begin Illy's scriptshort doOnceif ( OnActivate == 1 ) if ( doOnce == 0 ) if ( GetItemCount "Illy'sItemID" > 0 ) Player -> RemoveItem, "Illy'sItemID", 1 Journal, MY_Journalupdate, 10 set doOnce to 1 Activate else Activate; needed while doOnce is still 0, but the item hasn't been removed from the player yet endif else Activate; needed if DoOnce is 1 endifendifEnd
Begin Illy's scriptshort doOnceif ( OnActivate == 1 ) if ( doOnce == 0 ) if ( Player->GetItemCount "Illy'sItemID" > 0 ) Player -> RemoveItem, "Illy'sItemID", 1 Journal, MY_Journalupdate, 10 set doOnce to 1 Activate else Activate; needed while doOnce is still 0, but the item hasn't been removed from the player yet endif else Activate; needed if DoOnce is 1 endifendifEnd
Begin Illy's scriptshort doOnceif ( OnActivate == 1 ) if ( doOnce == 0 ) if ( Player->GetItemCount "Illy'sItemID" > 0 ) Player -> RemoveItem, "Illy'sItemID", 1 Journal, MY_Journalupdate, 10 set doOnce to 1 Activate else Activate; needed while doOnce is still 0, but the item hasn't been removed from the player yet endif else Activate; needed if DoOnce is 1 endifendifEnd
f ( OnActivate == 1 ) if ( doOnce == 0 ) if ( GetItemCount "Illy'sItemID" > 0 ) Player -> RemoveItem, "Illy'sItemID", 1
begin Illy_DinnerTimeCheck_Scriptshort DinnerTime; This variable determines if dinner is ready; It is set in this script and checked for in the dialogue "Greeting 1" by this script's host; 0 = You are either early or late; 1 = Dinner is readyif ( MenuMode == 1 ) returnendifif ( GameHour >= 19 ) if ( GameHour <= 22 ) if ( DinnerTime != 1 ) set DinnerTime to 1 endif else if ( DinnerTime != 0 ) set DinnerTime to 0 endif endifelse if ( DinnerTime != 0 ) set DinnerTime to 0 endifendifend
Begin WaitOneDayshort currentDayshort localdaysPassedShort NoLore;blocks discussion of general topicsif ( currentDay != Day );assume that the day has gone up, not down or something... set currentDay to Day set localdaysPassed to localdaysPassed + 1endif